From 08089398ede9462e3ce69630ce80374c1456aa78 Mon Sep 17 00:00:00 2001 From: gnembon Date: Tue, 21 Jan 2020 02:09:34 -0400 Subject: [PATCH] tpyos --- src/main/java/carpet/script/CarpetExpression.java | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/main/java/carpet/script/CarpetExpression.java b/src/main/java/carpet/script/CarpetExpression.java index 0e937c37..15f8cb07 100644 --- a/src/main/java/carpet/script/CarpetExpression.java +++ b/src/main/java/carpet/script/CarpetExpression.java @@ -2990,19 +2990,19 @@ public class CarpetExpression * *

For the options of entry, consult your statistics page, or give it a guess.

*

The call will return null if the statistics options are incorrect, or player didn't get these - * in their history. If the player encountered the statisitic, or game created for him empty one, it will + * in their history. If the player encountered the statistic, or game created for him empty one, it will * return a number. Scarpet will not affect the entries of the statistics, even if it is just creating empty ones. - * With null response it could either mean your input is wrone, or statistic has effectively + * With null response it could either mean your input is wrong, or statistic has effectively * a value of 0.

*

plop(pos, what)

*

Plops a structure or a feature at a given pos, so block, triple position coordinates * or a list of coordinates. To what gets plopped and exactly where it often depends on the * feature or structure itself. For example, all structures are chunk aligned, and often span multiple chunks. - * Repeated calls to plop a structure in the same chunk would result either in the same strucuture generated on + * Repeated calls to plop a structure in the same chunk would result either in the same structure generated on * top of each other, or with different state, but same position. Most * structures generate at specific altitudes, which are hardcoded, or with certain blocks around them. API will cancel * all extra position / biome / random requirements for structure / feature placement, but some hardcoded limitations - * may still cause some of strucutures/features not to place. Some features require special blocks to be present, like + * may still cause some of structures/features not to place. Some features require special blocks to be present, like * coral -> water or ice spikes -> snow block, and for some features, like fossils, placement is all sorts of * messed up. This can be partially avoided for structures by setting their structure information via structure_set * which sets it without looking into world blocks, and then use plop to fill it with blocks. This may, or may not work